[TUTORIAL] Ship Porting For Dummies - A Guide To Porting XSP Ships Into X3:TC
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problem is that x3 editor has managed to mess up the neat arrangement that you insisted on in the guide, meaning that it all shows up in x3 editor, but i cant make any sense of it in notepad let alone check for semicolons due to it being in lines up to about 10 times the width of my screen. however the Components and TCockpits are perfectly fine, apart from that the cockpit lines for Yorktown in components somehow managing to find their way into docking, not cockpits, but i just moved them and im gonna try it again. fingers crossed that was it.
EDIT:
Still no luck.
no idea what it is cos everything seems fine.
EDIT2:
Ive also tried deleting the Yorktown from tships and pasting it directly into it via notepad, so now i have an exact copy of Yorktown in the Tships, but its still not working.
P.S. something else i noticed is happening now is that the terran space station does not show up on the start screen, just the starry background
EDIT:
Still no luck.
no idea what it is cos everything seems fine.
EDIT2:
Ive also tried deleting the Yorktown from tships and pasting it directly into it via notepad, so now i have an exact copy of Yorktown in the Tships, but its still not working.
P.S. something else i noticed is happening now is that the terran space station does not show up on the start screen, just the starry background
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- Joined: Fri, 24. Jul 09, 01:48
Great guide but i have some bad issue.
I'm trying to convert the Valhalla from XTM(got the xsp file) to XTC. I do everything like in the tuttorial said but still i cant get the ship even ingame. It just dont appear in the shiplist when I try to spawn it... I'm using XTC2.1 and checked everything again and again but still no succes... any suggestions?
€: My bad
Some of my mods must have caused the issues! now it works perfect and i'm ready to roll
I'm trying to convert the Valhalla from XTM(got the xsp file) to XTC. I do everything like in the tuttorial said but still i cant get the ship even ingame. It just dont appear in the shiplist when I try to spawn it... I'm using XTC2.1 and checked everything again and again but still no succes... any suggestions?
€: My bad

Some of my mods must have caused the issues! now it works perfect and i'm ready to roll

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First of all thanks for helping us out.
However there are some problems
The file 001-1044.xml does not exist , 9001-1044.xml does tho
There are only 2 entries :
17 object names and descriptions
9001 plugin manager
There is no 300017 anywhere (boardcomp.objects)
(it's in strings in memory ? )
You said paste , but most will not let us paste (can't paste the ship into the ship list) or it give you it's read only problem
So i had to manualy enter every single detail of the new ship as i could not paste the new ship name with it's stats.
Even then it keep giving me:
Name String [17:2000017] not found. (2000017 is the ships ID) when editing ( adding) the new ship's stats
And jup problems no matter what i do or change , i keep getting my "cockpit" screwed up in the game of the ship i already own and was playing with
The newly added ship not showing up in a shipyard , it's not even in the cheat" create ship list"
This helpfile should maybe be updated , as there may be new versions available of the x editor or other used programs
Please help me out here , i did mostly of whats said in the pdf file , and been at it for 2 days no without success
Also not sure if it matter whether i have the V1.0 or the new patch installed , as far as i know it shouldn't matter what version the game should be patched at
P.S.
My ship was a Star wars tie fighter m7 without turrets , i haven handled as much of the pdf file as needed and didnt' see the need to add any turret lines as there is no turret so i left both tcockpit and compents alone
yet the editor added both the files into the working/types folder , i am not sure if it is a good thing or not , i thought only type files needed was the tship file for normal turretless ships.
I am not sure if i should pack the file with or without the 2 files.
Help me out here , i can't get any fighter to add to the game.
However there are some problems
The file 001-1044.xml does not exist , 9001-1044.xml does tho
There are only 2 entries :
17 object names and descriptions
9001 plugin manager
There is no 300017 anywhere (boardcomp.objects)
(it's in strings in memory ? )
You said paste , but most will not let us paste (can't paste the ship into the ship list) or it give you it's read only problem
So i had to manualy enter every single detail of the new ship as i could not paste the new ship name with it's stats.
Even then it keep giving me:
Name String [17:2000017] not found. (2000017 is the ships ID) when editing ( adding) the new ship's stats
And jup problems no matter what i do or change , i keep getting my "cockpit" screwed up in the game of the ship i already own and was playing with
The newly added ship not showing up in a shipyard , it's not even in the cheat" create ship list"
This helpfile should maybe be updated , as there may be new versions available of the x editor or other used programs
Please help me out here , i did mostly of whats said in the pdf file , and been at it for 2 days no without success
Also not sure if it matter whether i have the V1.0 or the new patch installed , as far as i know it shouldn't matter what version the game should be patched at
P.S.
My ship was a Star wars tie fighter m7 without turrets , i haven handled as much of the pdf file as needed and didnt' see the need to add any turret lines as there is no turret so i left both tcockpit and compents alone
yet the editor added both the files into the working/types folder , i am not sure if it is a good thing or not , i thought only type files needed was the tship file for normal turretless ships.
I am not sure if i should pack the file with or without the 2 files.
Help me out here , i can't get any fighter to add to the game.
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How about a 2nd edition of your guide using the new Xeditor and including all the corrections????CaptainX wrote:SPECIAL UPDATE:
For those of you utilizing the guide right now, I have noticed that there is a bit of information in it that is incorrect.
Apparently, some of the files that you are told you don't need, you DO in fact need in order for the ported ship to be complete, such as the Dummies file......
I am having trouble copying files like the guy above.
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- Posts: 154
- Joined: Tue, 27. Jan 09, 03:24
I'd suggest you wait until Cycrow does his magic, enjoy the other ship mods, Egosoft changes the goal posts too many times to warrant updating this guide.rhohltjr wrote:How about a 2nd edition of your guide using the new Xeditor and including all the corrections????CaptainX wrote:SPECIAL UPDATE:
For those of you utilizing the guide right now, I have noticed that there is a bit of information in it that is incorrect.
Apparently, some of the files that you are told you don't need, you DO in fact need in order for the ported ship to be complete, such as the Dummies file......
I am having trouble copying files like the guy above.
"The truth is told by whoever is left standing." -- Tom Zarek
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- Joined: Sat, 13. Dec 03, 21:27
Cycrow told you when the ship part of his rework will be finished?TERRAN-CONFLICTOR wrote: I'd suggest you wait until Cycrow does his magic, enjoy the other ship mods, Egosoft changes the goal posts too many times to warrant updating this guide.
With all due respect, playing the game with other ships I don't care for sort of burns me out.



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- Posts: 94
- Joined: Tue, 13. Oct 09, 00:12
Capt. X i have to say i really liked your guide. It laid everything out very specifically and easy to follow. however i am having trouble actually finding the ships ingame. I know the mod i made worked fine and the ships are there as i can enable the script editor and script the ship into the game. but i want to be able to buy them at a ship yard. for example i added the Viper mk Vii and i want to buy a few of them for a capitol ship and make a fighter group. i feel like im cheating really bad if i just add them via script. dont get me wrong i totally did just to see their awesomeness but now i want to earn them
any help would be very gratefullest.

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- Joined: Tue, 13. Oct 09, 00:12
I think i solved the shipyard issue. After playin with the tools for about 2 day and taking apart alot of the files that make X3TC go... I found that its the galaxy editor in the Xmodding tools that you need to use to import the ships into the shipyards. Maybe there is another place but the down side to what i found is that when using the galaxy editor, and adding your custom ships to the shipyard it also removes the default ships that ship yard produces, So it seems it is static. maybe i am doing wrong? Ultimately this guide has been very helpful in showing me where to look and how to use the tools to make changes to how the game plays. I plan on making a guide much like CPT. X that will hopefully shed some more light on the modding of X where modding the game is as vast as the game itself.
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- Joined: Tue, 27. Jan 09, 03:24
Patience young padwawan...rhohltjr wrote:Cycrow told you when the ship part of his rework will be finished?TERRAN-CONFLICTOR wrote: I'd suggest you wait until Cycrow does his magic, enjoy the other ship mods, Egosoft changes the goal posts too many times to warrant updating this guide.
With all due respect, playing the game with other ships I don't care for sort of burns me out.![]()
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As you know I started a similar project, I still play with my ships in the 1.4 version of the game. With every new patch from ego, everything has to be changed within the mod, it's a pain in the bum. I have every confidence in Cycrow and his abilities, obviously only Cycrow knows when the ship creator software will be ready.
"The truth is told by whoever is left standing." -- Tom Zarek
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I'm getting a cockpit problem where every main/turret cockpit in ships M6 & Up is always at the centre of the ships (0,0,0 if you will)
tried using the cockpit code with the ships or using the default cockpits but both don't work, turrets etc work fine but just the viewing spot
is there something I'm missing the correct ordinal #'s or something
tried using the cockpit code with the ships or using the default cockpits but both don't work, turrets etc work fine but just the viewing spot
is there something I'm missing the correct ordinal #'s or something

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No. I had no idea you had started a ship creater / installer like Cycrows.TERRAN-CONFLICTOR wrote: Patience young padwawan...
As you know I started a similar project, I still play with my ships in the 1.4 version of the game. With every new patch from ego, everything has to be changed within the mod, it's a pain in the bum. I have every confidence in Cycrow and his abilities, obviously only Cycrow knows when the ship creator software will be ready.
I was aware that you had influence in the Dummys guide to modding in ships.
I think the patches may slow down now that 2.5 is out, so by all means, crank it back up to 11.
Thanks for calling me young.
I already have lots of patience... I'm also waiting for Halflife2 Episode3.
Yep lots of patience. @Cycrow: Great news.

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I must correct you, I'm not creating an installer similar to Cycrows. What I original did was create a guide to get ships into the game by yourself without the need for the Ship Installer.
2 main reasons I stopped
1. Egosoofts patching
2. X3 ships in .xps format were slighlty different to X3 TC there were problems converting the ships.
2 main reasons I stopped
1. Egosoofts patching
2. X3 ships in .xps format were slighlty different to X3 TC there were problems converting the ships.
"The truth is told by whoever is left standing." -- Tom Zarek
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Ok, question about this guide and Cycrow's new plugin manager beta. I used the guide last night for a ship I downloaded in .xsp format. I did all the steps to the end and created a .cat and .dat file. These files are re-numbered and placed with the other .dat/.cat files, correct? I think that's what I did but I was unable to find the ship in-game at Paranid shipyards. Are these ported ships only available through the script editor?Cycrow wrote:the new plugin manager beta can install xsp files for both X3R and TC now
I have the script editor enabled. Is it just a matter of finding the script to spawn ships in the list? Or do I have to download a special script to spawn ships?
If I used Cycrow's plugin manager to port .xsp ships, are they only available through the script editor as well (and not shipyards)? I'm eager to try out the plugin manager, does it work flawlessly and is it noob friendly???
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